wait a minute, this is Repository talk, switch it over
Glimpses of Other Worlds

Setting: Tylien
Following the collapse of the Alammar Empire, and the splintering of the realms into independent nations, it was largely chaos. Very few people had much experience running nations and fighting wars, and as such, the first decade were trying times. The Order was the defining power during this time, being long established and well respected. But unbeknownst to anyone, deep in the Urysus Mountain Range, a council was gathering. Made up of Necromancers and Wizards, they heeded the call of an individual, an Emissary of Cyrotix. They offered the group of magic-users an offer they simply could not refuse. If they were to help conquer the disjointed and shattered nations of the world, they could keep what they took, and have the secret of immortality as well, for the non-Necromancer Lords. When they asked how this could be accomplished, the Emissary replied with a single word.Necromancy.
The act of raising the dead was a byproduct of the search for immortality, and wasn't seriously considered as an art of magic in it's own right. But the Emissary had found a way to weaponize it. By using the power granted by Cryrotix, they could create an army of un-dead, enhanced by the ice magic, to create a nigh limitless horde of soldiers that would listen to their every command. The magic users all agreed without hesitation.
The Council, headed by the Emissary of Cyrotix, immediately went to work recruiting magicians of all sorts to their cause, and killing those who declined their kind invitation. Once an acceptable amount of newfound Necromancers were recruited, they immediately went to work digging up graves and ancient battlefields for available corpses, reviving the dead by the wagon load. Some dug up corpses that would rather stay buried...
The chain of command for this group went something like this. At the bottom, there the undead, the Frost. They were made up of the lowest of the low, the Dreadlings, regular undead, their wounds in life frosted over with ice, sometimes charging into battle without weapons. Then, there were the Dread, armored undead who had much more discipline, form, and intelligence. Dreadbeasts, corpses of animals brought to life. Dreadtanks, a corpse of a Giant, usually fused with body parts that couldn't be independently re-animated. Above them are the Constructs, beings of ice that didn't require corpses to function. They came in many forms, but could only be created by the Emissary themself. The Constructs were strong, but independent to a fault, not listening to many orders. Above the Constructs is the Council, made up of Dread Dukes, (lesser Necromancers and magicians), and Dread Lords (members of the original Council). Above them all is the Emissary.
Up north, in the land of a nation long forgotten, it was getting noticeably colder. People paid it no mind, they had much more important things to do than worry about something that couldn't be changed. That was, until an army of undead rampaged into a small village, destroying it utterly. The militias and army was rallied, but the inexperienced peasants stood no chance against hordes of quick, durable, and endlessly replaceable Frost. The nation fell within the month, and the unprepared neighboring nations fell quickly. The Order, seeing the threat of the Armies of Dread, organized the Conclave of Nations, to unify the nations of the world to combat this new terror. However, most countries felt this was a ploy to gather them back into one unified empire once more, and as a result, simply didn't contribute until it was too late.
Those who did, however, fought back, and did so to a modicum of success. Most battles ended with a CON loss, but inflicting heavy casualties upon the Armies of Dread. Those who did win, were likely overrun by another army. Several factors made sure that it was not a complete and utter loss for the CON in every battle. One was a rival faction of undead that led raids upon the Armies of Dread. It was headed by a former Knight of Solamina that had been raised, and proceeded to strangle the Necromancer that had the gall to reanimate it. The second was another Emissary, this one unchosen, but none the less still extremely lethal. But still, the CON was losing.
In an act of desperation, the second Emissary pledged himself to Pryrofaltic. The power granted upon him he gave to the Armies of the CON, and led an army to a place known today as Death's Door, a fortress located in the Urysus Mountain Range. A battle of tens of thousands occured, made greater by the sudden appearance of the undead army lead by what we now call the Knight of Dread. The chaos allowed the Emissary of Pyrofaltic to battle and kill the Emissary of Cyrotix, at the cost of his own life. This caused the destruction of the Armies of Dread, and the end of the War of Frost.
The Knight of Dread was killed, it's body thrown in a chasm, forgotten by time. The Frost and the Constructs simply fell apart, and the Council was hunted down. In the aftermath of this war, necromancy was considered a forbidden art, and magic as a whole was looked down upon, some wizards and witches even being thrown up on the stake after the end of the war. The Arcanum lost all influence and respect, and went into hiding. The Order, after having thrown most of it's money and troops and influence into combating the Army of Dread, slowly started spiraling into it's end as an organization. In the Southwest, a certain nation had used this opportunity to grow itself.

Setting: Tylien
It has been around two hundred years since the events of the War of Frost, and a great many things have changed. For one, the Order has slowly spiraled into obscurity after having thrown most of it's money, troops, and influence into the Conclave of Nations. The amount of nations has slowly dwindled, most being conquered or annexed by another. Steel has replaced bronze and the predominantly used alloy. And, in the middle of the world, a new superpower has been born. Uthan.Uthan is an extremely rich nation. Most of the wealth has been accumulated due to their position at a crossroads, near a river, and at a vital crossing through the Urysan Mountain Range. It's position as a center of trade, along with taking a tiny bit of tax with every trade, has helped bolster it's revenue. But, in the depth of the criminal underworld, another group rules the City-State. The Blood Mages are servants of Yzerghim, the Ancient God of Flesh and Blood, and they are one of the main reasons Uthan has risen to be such a power.
Things were about to change for a very important reason. The Blood Mages prepared for war, and as such Uthan did as well. A plan was in the works, a plan to release a potent poison in the water supply of most nations to turn them into the uncreatively named "Blood Monsters", golems made of flesh and blood that obeyed the commands of the Blood Mages. This would open the world up for Uthan to conquer them without question, and for Yzerghim to rule as the only Ancient God forevermore. That was, until the Champion of the Order embarked on a journey that would make for a pretty great story and sabotaged the plan at the cost of their own life. This act propelled the Order back to their former status, and Uthan was questioned on this clear act of war.
With the entirety of the world on it's back, Uthan decided to propel it's plan forward by a few steps by declaring war on basically the entire world. While this seems like a bit of a tall order, Uthan was insanely rich, and had a large army, helped out by entire companies of mercenaries, and the entirety of the Blood Mage faction. The Blood Mages were made up of Blood Mages, but also Enforcers of Blood, who were skilled warriors that numbered two for every blood mage. There was a stockpile of Blood Monsters, but not nearly enough what was projected to fight for Uthan. Leading the faction are the Councillors, and Orielles.
The Blood War itself was extremely bloody, as to be expected. A projected ~50,000 soldiers died on each side during the war, but ultimately Uthan was defeated, and the Blood Mages wiped out, with Orielles supposedly dying. However, each nation wanted Uthan's land so they could get a piece of the trade that generated so much money. Every nation that participated in the war started bickering over who got the land that was so valued. Eventually, the Order had to step in and put an end to the bickering by putting a random Uthanian province named Teckitan in charge. However, Orielles and the Blood Mages weren't defeated as was though by all, and the Blood Mages moved back into Teckitan and began to regain power for when they would next strike.
bit of a lackluster one bc of the surroundings buuuuuuut full nation dossiers coming soon!!!!

Setting: Tylien
The Eari began like any other nation, as a Alammar colony. They were founded 350 years before the Splintering by an Alammar sailor who ventured south in exploration of the unknown. The exploration fleet wound a string of islands, with one gigantic one in the center that would become the capital of the Eari. The founder left behind five colony ships and continued their journey south, never to be seen again. The landscape of the island was hilly and sandy, populated by mostly palm trees and small lizards. They of course started colonizing the island with a small town by the coast they arrived in, but they were disconnected from the mainland by ocean, only connected by ships.The first winter set in, and instead of the brutal snow-drenched season that was expected, it was relatively mild, with a slight dip in temperature. The news spread of a land in the far south where the winters weren't cruel, and exotic fruits, wine, and gold flowed like water. The moment spring set in, dozens of ships full of supplies and settlers set out from the southern docks of the mainland. Eventually the novelty wore out, but not before the settlement gained an extra 7,500 people.
The main island soon grew crowded, and the settlement became a province under the rule of a governor. Citizens who grew bored of life in the city turned their gaze outward to the rest of the island chain. They took their ships and began to build new towns and cities all across the province. At this point, the Eari were crucial to naval trading, and their ships made up most of the Royal Navy. They were the pillar to the fishing industry as well, and had ingrained themselves to be crucial to the Alammar Empire.
But, like all things, distance and time started to separate the province from the Alammar Empire, fostering independence and their own unique culture. The citizens felt like they were their own separate nation, and the governor began to grow less beholden to the will of the High King. Feelings of independence grew to hatred of the Alammar as the fiasco that was the destruction of nearly the entire Royal Navy reached their ears. Most of the Royal Navy was manned by experienced sailors from their province, and they did not take kindly to hundreds dead because of a "small blunder". The people of the province, who didn't feel like part of the Alammar Empire anymore called themselves Eari and took their first act of immediate rebellion. They stopped paying taxes.
This act by the Eari inspired the rest of the provinces, who were unhappy with the decisions of the Crown took this simple act as inspiration for their own rebellions, gathering in secret to plan an insurrection against the Alammar. The Eari were invited, but they saw no point in joining, and thus declined. When the Splintering did happen, the Eari helped by destroying the three ships that were classified as the Loyalist Navy, ferrying supplies for the rebels, and bombarding forts along the coast.
Returning home, the Eari had taken only 50 casualties, being barely affected by the war. This marked the last time the Eari would militarily aid the mainland with whatever crisis arrived. After the war, the government basically stayed the same, with a governor who oversaw the operations of the islands, and a council that voted on laws, dispute and trade. The Eari continued their fishing trade and used their naval power to ensure whatever pirates arrived met their end the moment they even tried to board a merchant ship. This 100% fatality rate for pirates eventually killed off the form of banditry on the high seas.
The Eari pursued an isolationist form of international interaction, only trading with nations by way of seas and rivers. Their location in the very south of the mainland, disconnected by miles of sea prevented them from being attacked by Uthan or the Armies of Dread, and they cruised past the events. The only real military action they saw was when Moneeri attempted to conquer them in the War of Reclamation. The Eari-Moneeri conflict only saw one real battle in which the Eari decimated the poor excuse of a navy absolutely, sending the remnants packing to the mainland.
In the modern day, the Eari have continued to have an ideal life, barely having to go to war, separate from the problems of the world. Their proud Navy known for being the strongest in the world have seen better days, some converted into large fishing ships or left to rot in their bays. They live in a Nirvana-esque world, one that cannot last much longer. Among the rapidly changing waves of the world, they must adapt, and they simply aren't.

Story: our hero has traveled across the island, helping whoever needs the help, all while focusing on a crater goal. Kill the corruption. This hero attempts to invade its land, but is driven out from the shear number of things ready to defend it. The only hope is to destroy the source. So our hero travels to the edge of the universe, the dream world, and locates the source. They find the god of darkness awaiting them, as t he clear source of the corruption, the two dual to the death, and despite challenging the god of darkness and death, our hero prevails. With our now victorious hero, they feel a surge of power, they themself have become corrupt, and now there only goal is to get more powerful. They seek out the god of light, and betray them. Finally, they combine the hearts of the two gods into one, shattering the fabric of reality. That is where i come in. As the hero contented to attempt to find anything that could make them stronger, i slowly guided them to back to the dream world, it is there that the hero, and my puppet, fought. After a long battle, despite my power, i am unable to defeat the hero, and i tell them what they have done. The irreversible damage they have caused to my universe. Realizing the damage they’ve done, to prevent further damage, they destroyed that weapon that broke the universe, and slowly, it will heal.

Setting: Tylien
The Yunnaiteddo Federation
Back, in the days of the Splintering, one of the military powerhouses was a mighty kingdom, whose name has long been lost to time. That kingdom was made up of many clans, bound together by a central government, which in turn was headed by the king. However, the central government was weak, dependent on the clans to function. The clans, however, were less interested in the survival of the kingdom and more interested in pursuing their own individual power. The tipping point was the Age of Frost. When the Third King of this mighty kingdom was interested in helping the Conclave of Nations from this rapidly advancing threat, the individual clans simply refused, for fear that it might upend their plots of power. The Third King took their armies regardless to help the CoN. After the war, when the leaders of the clans demanded to have the king killed, punished, reprimanded, anything, the Third King, fed up with this, proclaimed the immediate dissolution of the clans, and that the entire realm be under one, central banner.Many of the peoples of the kingdom agreed with this decision, but the clans were outraged. The kingdom was torn in half. There were the Traditionalists, the people and clans on the side of keeping the current form of government, and the New Loyalists, those in favor of dissolving the politicking clans. This divide erupted into civil war, the immediate soldiers of the houses against the National Army and local militias. This Civil War lasted for 9 months and four battles before the kingdom gave up on trying to subdue the Traditionalists and granted them independence. The kingdom proceeded to then dissolve the clans that still existed within it's borders and proceeded to do their own thing.
The new nation renamed themselves to the Yunaiteddo Federation and set up a new government. Inspired by the government of the kingdom they were once a part of, this one was based on a council made up of the leaders of each clan and a very small limited central government headed by a very limited king. Other positions in government belong to military leaders and honorable heroes. There is no national army, the only fighting forces comprised of militia and soldiers dedicated to a singular clan. The idea of honor is a very integral part of Yunaiteddo society, making being a soldier a very promising career. In the past, only able-bodied men could become a member of a clan's military. This has changed since the First War of Conquest.
The Yunaiteddo Federation was a very isolationist nation, but a few clans have turned their gaze outward, helping out in the Blood War, and trading with Teckitan soon after. Relations with the New Loyalists, now known as the Falglor, have become more and more favorable after the many years and generations of rulers, though there is still a bit of a rift between them. Though the use of mercenaries is typically looked down upon in Yunaiteddo society, more and more clans have started using them since the conflicts with Moneeri have left them drained of soldiers.
The Yunaiteddo military is focused on quality over quantity, having some of the most elite troops on the continent, but having very few of them. The bulk of the military force of most clans are peasant militia with wide-eyed hopes of becoming honorable warriors. They also specialize in cavalry, most being horse archers. Most of the leadership positions in the clans have been fused with positions in the military, leading to roles such as Governor-General and Councillor-Commander.
In the modern day, the Yunaiteddo Federation is splintered into many factions, each playing the long game of politics in order to gain just a smidge of power. The Yunaiteddo is more akin to twenty small nations all packaged up under the guise of being one unified government, despite being anything but. Clans frequently war and skirmish with each other, often never banding together in light of a new threat, leaving other clans to fight off foreign enemies by themselves in hope that it will weaken them.

Setting: Random
I am timeless. Forgotten by whatever forces control reality. Left to rot and drown in darkness and nothingness. No memory of me is left, no legend, no rumor, no whisper, no bloodline to pass down my legacy. My body left to decay to dust. Immortal in the worst way, feeling every maggot, every rat that tears at me throughout the thousands of years. Each agony so profound, yet I crave it for it reminds me of when I was human. Yes, I was human once. I mustn't forget that. Once, when I was a child, I asked a seer to contact my long dead grandfather. She granted my wish, and asked for my one question to the spirit of my grandfather. I asked him, "What's it like on the other side?". His answer, one that the foolish living child of me would come to forget and disregard, should have warned me. He said to me, such a long time ago, "It's eternity."

Setting: Tylien
The Arcanum
The Arcanum was a group founded in the early days of the Alammar Empire, created only five years after their worldwide conquest. It was founded because of one thing that is integral to Tylien itself. Magic. Magic is a very fatal art. Anyone can learn to use it, but some are born with a special knack for it that makes casting magic easier. Learning magic, especially being self-taught, has an extreme fatality rate. The way it works is that learning and casting a new spell always has a risk of you maiming or killing yourself that slowly goes down when you begin to master it. That's why there are so many intermediate level wizards, because those who aspire to be truly powerful using magic are either dead or living legends.This time period faced a problem of many children, who, after learning that they could cast magic if they tried hard enough, tried to cast their first spell and ended up either dead or critically injured. So, the Arcanum sought to solve this problem by providing a free way to learn magic with a lower chance of being killed. Within months, the university saw immense growth, nearly doubling in size in both students and campus area. Students from all walks of life came together to hold hands and make flower necklaces. Things were good for a while, with magic related casualties decreasing by 60%.
That is, until the Great Crisis happened. The Great Crisis was tied to the fact that the Splintering was in full swing. The thing about students from all walks of life is that many had ties to the Alammar Empire, and others had ties to the rebels. This resulted in extremely increased tensions. The professors were also biased towards one side or another and suddenly the Arcanum was split in two. Before any defusing of the situation could begin, the tensions exploded into an all-out war mirroring the Splintering. While the actual Splintering was over extremely quickly, due to the rebels outnumbering the Loyalists 10:1, most coming from the Royal Armies, the Great Crisis was split extremely evenly, given the fact that the Alammar Empire itself funded the Arcanum.
The Great Crisis lasted for around one and a half months, a week longer than the actual Splintering itself. The very campus was reduced to ruins, and many students and professors died. Eventually, the leadership of the Arcanum were able to broker a peace between the two factions, not before the entire area was turned to rubble by the conflict. Of course, being an area built by magicians, the Arcanum was back to full capacity before long.
Then of course, came the Age of Frost because magic users can't have nice things. The Age of Frost was when the public image of magicians truly went downhill. The Armies of Dread were lead by a council of magicians, and they were close to conquering the world! If just around 30 magic users could decimate most nation's armies, what could a whole school of them do? In reality, the Arcanum was just as effected by the Age of Frost as the rest of the world, even being targeted by an overzealous Dread Duke and their army of undead, which they turned back easily. Soon enough, the world was saved from the hordes of undead, but the damage to the images of magicians had already been done. Any member of the Arcanum that showed themselves in public were attacked by crowds of angry townsfolk, let alone any necromancer that dared to set a foot outside of the perimeter of the Arcanum. The world's governments were also extremely suspicious of the Arcanum, with the world being this close to being conquered. And so, with all this pressure, the Arcanum faked their destruction and dissolution while secretly just moving a kilometer to the west.
With all this happening, the Arcanum couldn't advertise to the entire world about themselves, so they moved away from being a magic academy, and more towards being a magical sanctuary. They still sent out a few people to recruit any magic users to the Arcanum. If a person was asked to join the Arcanum and disagreed, they would be given a magical lobotomy to insure that the secret of the existence of the Arcanum was not revealed to the world.
After many years, the hatred of magicians grew less and less in the world as the memories of the Age of Frost slowly faded, and those who experienced it firsthand passed. There were talks going on in the leading council that made up the Arcanum of revealing themselves to the world once again, to return to their roots as an academy for magic. And because magic users can't have nice things, the Blood War broke out, where the aggressors were the Blood Mages, who used magic. This spawned more hatred for anything magical and caused a bit of discontent within the Arcanum against the resident Blood Mages. This time, there was no second Great Crisis, but any talks of revealing the Arcanum to the public died that day.
In the modern day, the Arcanum is continuing its strategy of sitting back and doing nothing while sending a select few to recruit magicians to their cause. However, the denizens of the Arcanum aren't really happy with doing nothing, and seek to introduce themselves back into the world, regardless of any backlash.

Shooted
bro stop bumping random a## threads with random a## words and phrases

Setting: Tylien
The birth of magic dates back to the Celestial War, back when Kryzxth slaughtered the Ancient Gods. The death of a god, no matter how insignificant is not something to be taken lightly. The corpses of the fallen, brazenly tossed aside were still brimming with power, just waiting to be unleashed. Magic in Tylien is deeply tied to these planetary corpses of the Ancient Gods. The way you start casting magic is by connecting your mind to one of the corpses in order to cast that type of magic. For example, if you wanted to cast lightning spells, you would connect your mind to the corpse of the Ancient God of Lightning. Casting spells is a matter of drawing the right amount of energy from the corpse in a specific pattern.
Imagine you casting spells as a beam coming from the planetary corpse of the Ancient God coming through the cosmos straight to you. Casting spells requires you to shape the size and shape of the beam in a way so that the energy coalesces and doesn't explode. This is why casting spells of harder levels is so fatal. It requires you to make complicated patterns and to not draw too little or too much power, often in tense circumstances. Creating new spells are often fatal, because it's just a manner of throwing random configurations of power and patterns at the wall and seeing what sticks and what explodes in your face.
Magicians often can dabble into other types of magic than the first one they start with, and can create fusions of different types of spells. If you can cast two types of magic, you can combine two spells from each type of magic to create a fusion spell that can be cast by anyone that can cast at least one type of magic.
The corpses of the Ancient Gods, while brimming with power, are not invincible. Back during the Age of the Giants, there was a type of magic called telekinesis. You know what it does, and it was an extremely useful magic, practically everyone that was anyone and some people that were no one could cast this type of magic. All this magic came from an Ancient God of Transportation & Other Related Things. During a battle between the Starchildren and the Voidborn, The Starchildren were pushed back to the corpse of the Ancient God, and during the ensuing battle, the planetary corpse was destroyed. This triggered an event known simply as "Severance." Basically, anyone who knew how to cast telekinesis (which was 80% of the giant population) died. Just instantaneous drop dead death. If you casted a fusion spell regarding telekinesis or connected your mind to the corpse, you were dead.
To spell out how magic works, the corpses of all the slain Ancient Gods are strewn about the cosmos. You connect to a specific corpse to cast a specific magic using a specific configuration of pattern and power to cast a specific spell. If the corpse you are connected to gets destroyed, you die.

oft
jig was alive finally. He went on oft( he called the mysterious land) and wrote " I am the famous Jig. You know about me from basic, grill

Setting: Tylien
The Holy Imperium of Moneeri today is a totalitarian despotic police state ruled by a sociopathic perfectionist hellbent on conquering the world. However, it wasn't always like this. The history of Moneeri goes back to the Splintering. During the end of the Splintering, the final blow dealt to the Alammar Loyalists was when the High-King was eventually killed by rebel forces, and the mishmash of higher ups split away from each other to become warlords of the tiny scraps of land that were left. One of those warlords was a very ambitious young man named Aurland. He was once one of the Knights of Solamina, one of their more patriotic and skilled members at that. Aurland is driven by a singular ideal, a single motivation. To become perfect at everything.
The small little nation of Moneeri began their bloody reign not with war, but with manipulation. A series of promises, alliances, trade deals, and one or two marriages, and a few assassinations bound together the former Loyalists in a loose federation. By this time, the Splintering had long since happened, and no one wanted to engage in another conflict because the wars with the other warlords had tired out their militaries. However, Moneeri had preserved their forces, and around 3 months after the formation of the Alammar Federation, Moneeri basically strong-armed all the warlords to join Moneeri, or die horrendously.
With basically 6 different nations merging together overnight, things were a bit shaky in the first days, with riots and rebellions and peaceful protests but those were all shut down by the military, most of the time ending in bloodshed for the dissenters. Propaganda was immediately put up framing the outside world and dissenters as evil bandits out to get you, and Moneeri as the gigachad protector of the innocent. The government started out pretty normal, with a central king (Aurland) and two branches of democratic government, the Council of War, which managed all military matters, and the Council of Politics, which managed all internal struggles. The members of the Councils were elected democratically by the members of a province. Moneeri immediately took control of the media and newspaper. After that, the next thing to fall into the grasps of Aurland is the economy, making Moneeri a socialist communistic society.
Of course, the newly acquired acquired newspapers say nothing about the economy or the faults of Moneeri, only singing it's praises and spreading fear of the barbaric nations outside the borders of Moneeri that would not hesitate to kill you and your children and burn your house to the ground. The education was made to indoctrinate the youth. Of course, parents tried homeschooling children, but then that was made illegal and many were imprisoned that day. After the first decade, the elections for the Councils were made completely rigged. Propaganda for the military grew day after day, and most trades began to focus more on supplying the military than to actually provide for the nation and it's people.
Eventually, 4 years after the Age of Frost, Moneeri declared war on it's neighbors, starting the First War of Conquest, or as called by the now extremely patriotic Moneerians, the Great Crusade. The strategy for the campaign was simple. Blitz through their unprepared defenses toward their capital, siege it, take it, and mop up whatever resistance was left. The first nation fell within months, and then another, then another. Moneeri was on a roll, and it seemed like nothing could hope to stop them. Until, of course, the Yunnaiteddo Federation stopped them, placing them in a stalemate that eventually forced Moneeri to declare an end to the First War of Conquest. There were a multitude of reasons for this. For one, the attrition of bowling through multiple nations, far from home was really starting to rag on the Moneeri troops. Secondly, the strategy of just blitz their capital was ineffective due to the Yunnaiteddo capital being basically useless, and no clan really investing much in it. Thirdly, Aurland hadn't planned this far ahead. Moneeri's ability to win in battle is intrinsically tied to the efforts of the Cult of Zelial but that's a topic for a different time. Fourthly, Moneeri no longer had plot armor. Yes, this is a real reason why they won these battles before. Aurland is an Emissary, a powerful one, which is part of the reason why he's lived so long. The Ancient God looking over his shoulder is Zelial, the Ancient God of War. Part of the reason why Moneeri had won so many battles is because Zelial was blessing Moneeri troops with incredible luck in battle. However, the Yunnaiteddo Federation had quite a few gods of their own, and Zelial just couldn't interfere.
And so Moneeri was forced to withdraw from Yunnaiteddo, dealing a major blow to the national pride of Moneeri, and to the ego of Aurland. To compensate, Aurland proclaimed himself God-Emperor, and Moneeri a Holy Imperium soon after. Aurland, never letting such a small thing such as thousands dying in a pointless war for more territory and for an ego trip get him down, immediately used this defeat to fuel hate for the outside world, bolster the military, and to fester patriotism within Moneeri. Moneeri after the First War of Conquest was dystopian, with citizens only being given what they needed to survive and living in minimalistic huts. The next few decades were spent organizing the new Holy Imperium and getting ready for a second conflict in Yunnaiteddo.
Eventually the time came for Moneeri to strike when the Blood War came. For a long time, a divide between the West and the East clans in Yunnaiteddo Federation was brewing over the belligerent bloodthirsty neighbor that was itching to conquer them. With resentment boiling, a war in the Northeast distracting the rest of the world, and a renewed and reinvigorated army, it was a prime time for Moneeri to invade. The Second War of Conquest, or known as the Moneeri-Yunnaiteddo War had the strategy of cutting off the West clans from the East, isolating them, conquering them, then turning their eyes on the East. Literally divide and conquer. The early years were successful, with Moneeri cutting a swathe through the undergarrisoned West, who had sent most of their troops to aid the Conclave in defeating Uthan. Unfortunately for the Holy Imperium, the Yunnaiteddo resorted to the fear of every organized army ever, guerilla warfare. Aurland had assumed that the Federation, bound deeply to their sense of honor, would engage them head on, which greatly benefited the Moneeri military. However, after the string of defeats, the clan leaders had decided that enough was enough and put away their honorable tactics in favor of survival. The conflict still rages today.

I need an illustration of Aurland so that I can draw him as “the gigachad protector of the innocent” lmao
Great worldbuilding!

Another thing I forgot to mention was that during the First War of Conquest, after subjugating multiple nations, Moneeri gained access to the sea. This would be an enormous advantage in war, but there was one tiny little problem. Moneeri had absolutely no idea how to run a navy. It had simply never been considered that they would get this far. However, the prospect of creating a Grand Imperial Navy was too enticing to deny, made even more enticing by the fact that the islands of Eari were just south of the new land. Of course, with the newly subjugated people not willing to help Moneeri, they just had to try and build an entire navy from scratch. The Holy Imperium tried to appropriate warships from the conquered nations, but in an act of defiance, rebels burned most of the ships to the ground. Of course, the captured rebels were all publicly stoned to death but that's not really important.
With the war with the Yunnaiteddo dragging on, the Warlords of the Council of War were desperate for a victory, any victory. The war with Eari was supposed to wait for at least a few more months to build more ships and teach the newfound sailors how to actually sail, but the vastly unprepared Navy sailed out to meet the Eari in battle at the tail end of the month. To remind you, Moneeri had virtually zero prior experience fighting a naval battle, and the Navy was under prepared and under trained. To make this even worse for the Holy Imperium, Eari was the defacto naval superpower. There was no contest, none in the slightest. The results were absolutely abysmal, with the entire "Grand Imperial Navy" being reduced to driftwood and skeletons. The Eari had suffered virtually zero losses, except for a sailor which had tripped and sprained their ankle.
This absolutely grievous loss was also a contributing reason for why Moneeri gave up on their Great Crusade, as although the government tried to cover up this loss as much as possible, it was kinda hard to when one day the praises of the Navy were sung from the rooftops, and the next nobody spoke so much of a whisper about it. This was a major blow to the view that Moneeri was an unstoppable juggernaut that could defeat any enemy thrown their way.
But the leak idea is good.